Card Tier List for Back 4 Blood: The Best Cards Ranked
With 54 cards to choose from, it might be hard to build a deck on your own because each card will have unique synergies with other cards and innate character skills.
However, there are a lot of cards that should be considered as the best cards in Back 4 Blood, and they should be a staple for any character in the game.
This card tier list for Back 4 Blood will focus on the PvP aspect of the game to help you equip yourself against the seasoned players of the game.
There are cards in the game that are genuinely better than the rest. However, some of these can only be acquired once and they cannot be stacked unlike stamina gain, reload speed, ammo capacity, and others.
Card Tier List Table
After around 40 hours of playtesting versus mode, and a similar amount of time checking out streamer and content creator opinions, I came up with my own Back 4 Blood card tier list. All cards are ranked below.
For certain synergies, some cards in the C-Tier can go up to B-Tier when paired with the right cards.
For S-Tier cards, the best cards in Back 4 Blood, most can only be gotten once because they would be completely broken when stacked with each other.
|Breakout||Evasive Action||Combat Medic||Fire in the Hole!|
|Mandatory PT||Stimulants||Medical Expert||Pep In Your Step|
|Cross Trainers||Ridden Slayer||Marathon Runner||Miraculous Recovery|
|Hi Vis Sights||Reload Drills||In The Zone||Power Swap|
|Charitable Soul||Superior Cardio||Poultice||Shooting Gloves|
|Ammo For All||Patient Hunter||Inspiring Sacrifice||Screwdriver|
|Marked For Death||Experienced EMT||Confident Killer||Combat Training|
|Well Fed||Antibiotic Ointment||True Grit||Hunker Down|
|Two is One and One is None||Energy Bar||Bomb Squad||Medical Professional|
|Run and Gun||Scar Tissue||Face Your Fears||Front Sight Focus|
|Group Therapy||Second Chance||Durable|
|Grenade Pouch||Admin Reload|
|Fanny Pack||Ammo Stash|
These cards are on a tier of their own. When they show up, you just automatically take them. They have insane utility or give high raw stats that they are impossible to ignore.
Breakout – Utility Card
Breakout – ability to hold “E” to free yourself from grabs.
Breaking out of the hold of Stingers and Crushers is impossible to do alone. With the Breakout card, you will be able to do it yourself.
Why is this important? Well, this is one of the tactical win conditions of the Ridden team. They will single out players who are away from the group.
Even if the cleaners go in groups of 2, the cleaners will have trouble breaking free because you need another teammate to break you out.
They will either have to kill the Crusher or use melee against the Stinger’s spit. Remember, you are dealing with a ton of Riddens while facing player-controlled ones as well.
If one teammate is temporarily disabled, you will have to go next to him/her and melee (Stinger’s spit) to break him/her out.
Mandatory PT – Mobility Card
Nothing much to say about this. A 10% team stamina boost is a big advantage for a single card. It totals to a 40% stamina increase for the team as a whole and it gives everyone an extra stamina bar to run around or melee more.
Cross Trainers – Mobility Card
Another card that gives insane raw stats for your own character. With this card, you do not have to increase your stamina anymore as the extra +40% is already enough so you can focus on other cards already.
It also gives +10 health which is already big as some cards give the same without the benefits of the 40% additional stamina.
Hi Vis Sights – Offense Card
+40% aim speed is actually your aim down sight speed which is why this is significant. Personally, I do not trust hipfire to efficiently dispose of the enemies. The quicker aim down sight speed you have, the more it will help you deal with all the player-controlled Riddens.
Charitable Soul – Defense Card
Charitable Soul increases your healing efficiency by 100% as long as you heal someone else to heal yourself. Most of the time, you will be near each other so it will be easy to pull this off consistently throughout the battle. You can read more on how to heal so you can find out all the useful items to synergize with this card.
Ammo for All – Offense Card
How to get more ammo in PvP? This should give a big boost to your team’s firepower by giving everyone +10% more ammo each. You will only be able to get this once as it never shows up after picking it up for the first time.
Marked for Death – Utility Card
This might possibly be the most underrated card in the game. I rarely see other players use the ping button to tag player-controlled Riddens. With this card, you will be able to highlight these players and deal 10% more damage to them with just a ping. Just a ping! If you want to know how to ping, just press Q.
Well Fed – Defense Card
Another big boost to your team’s survivability. It adds 10 health to each teammate but, it reduces your stamina regen by 20%. 20% is big but it only works on the player who took the card. Overall, it is still a gigantic boost to your team.
Two is One and One is None – Offense Card
Equipping two primary weapons is essentially doubling your ammo capacity. Carrying two guns of different types will give you twice as much firepower in terms of capacity and you can easily switch weapons.
You can even combine cards such as Admin Reload and Shooting Gloves for a fun little combo. These two cards mentioned will go up a tier when combined with this one.
Run and Gun – Mobility Card
You will be able to shoot while sprinting when you take the Run and Gun card. It gives insane utility and mobility at the same time.
Perfect for getting away from those pesky Reekers and those slow Tallboys. Combined with more movement speed cards, you can abuse the hell out of player-controlled Riddens without any melee Stingers.
These A-Tier cards are good but some of them are used in niche situations while offering some decent bonuses to stats.
Evasive Action – Mobility Card
Evasive Action gives you the ability to gain 20% move speed for 3 seconds every time you take a hit for 10 or more damage. Another underrated skill to have.
I found this useful when trying to get out of sticky situations after the first round. Eventually, good Ridden players will upgrade their common Riddens to increase the number of the horde and they might deal more damage.
Without any damage resistance, you can get that 20% move speed bonus every time you get hit. It is highly situational but, it is almost broken when you start to make it work.
Stimulants – Mobility Cards
Stimulants give a ton of important but temporary bonuses like +10% move speed, +10% reload speed, and +10% weapon swap speed for 30 seconds. This card is borderline A-Tier and could be down to B-Tier since it relies heavily on a Pain Med spawn.
As I play a Mom main, stacking up on Pain Meds with a ton of healing cards paired with them gives a staggering amount of healing and health bonuses for your team.
Ridden Slayer – Offense Card
Good offense card for precision killing. It is good for dealing with Tallboys insanely fast and you could potentially 1 or 2-shot Stingers with this card.
A lot of potential combinations such as the Marked for Death card mentioned before.
Reload Drills – Offense Card
+30% reload speed is a big bonus for the later stages of the round. When things are already chaotic, this will help the team clear the horde faster by unloading all those stored ammo.
Superior Cardio – Mobility Card
Another good card for just raw stats. This is essentially for builds that allow you to sprint forever during a match.
Patient Hunter – Offense Card
This is really good for dealing with Tallboys. You can literally spot them from afar and just be aware of their distance before dashing in. Hold your sights before then and you will shred them in an instant. You just need to be aware that you have this card.
Experienced EMT – Defense Card
Experienced EMT is good but only when you play a support deck to combine other cards with it.
Antibiotic Ointment – Defense Card
Another good support card for overall healing.
Energy Bar – Mobility Card
Gives +60% stamina regeneration which should be more than enough for your stamina needs. Pair this with the Cross Trainers and you are already good to go on stamina.
Scar Tissue – Defense Card
Another underrated card to increase your overall survivability.
Chemical Courage – Offense Card
Again, this is why I believe the Pain Meds are the best healing items in the game. While this may seem situational and the +25% damage is only decent, the 60 seconds buff is a long time. It will stack up with all the other damage buffs you have and you will have an insane damage output during that long window.
Ammo Pouch – Offense Card
Any additional ammo is good for surviving longer in Swarm mode. The problem is always the ammo so this would be a staple for most decks when playing with randoms.
Group Therapy – Defense Card
Good overall healing for your team. Everyone will be taking damage in most situations so this will be an efficient card for support decks.
Grenade Pouch – Offense Card
For cleaner teams, the additional offensive inventory will help players set up easily. There are a ton of Razor Wires and it will be hard to go back and forth to get them.
You will be able to set up during the whole scavenge time and also pick up two of the same equipment at a time.
Fanny Pack – Defense Card
Just like the card above, this will let you hold more healing items of the same kind. It will save you time from going to crates and getting caught. Using Mom will put it up to 3 support items.
Since the deck takes 15 cards, most of these cards will also be in your deck. These cards are all decent and should be combined with most of the cards mentioned above.
Combat Medic – Defense Card
I contemplated on putting this card on C-Tier but during most of my games, the extra 20 health is somehow useful. When players go down, you usually end up reviving them only after dealing with most of the horde.
The extra health ends up helping them recover a little more and escape.
Medical Expert – Defense Card
With only a slight bonus to healing efficiency, the 15 seconds of +15% move speed is decent as well.
Marathon Runner – Mobility Card
The move speed bonus is lackluster but the removal of the movement penalty is quite decent. You will be able to dodge common Riddens more easily since getting hit will slow you down.
In The Zone – Offense Card
Decent card for surviving the last few seconds of the stage. You need to have enough ammo at the end to maximize this though.
Poultice – Defense Card
A good additional heal for supporting your team. Good for support decks. This also adds healing to Pain Meds which only gives you temporary health.
Inspiring Sacrifice – Defense Card
A weird condition but, it is decent for your team when there is one guy who is placing all the propane, fuel tanks, and other setups while fighting. When your whole team is on the brink of losing, it might help that last player push for a few more seconds.
Confident Killer – Offense Card
On average, mutation kills only add up to around 15-20 kills. If you kill more, clearly, there is something wrong with the enemy.
True Grit – Defense Card
It will be hard to push for this card if you have a ton of damage resistance.
Bomb Squad – Offense Card
This actually helps you one-shot Tallboys with pipe bombs and frag grenades.
Face Your Fears – Defense Card
Another decent card but also niche. It requires you to be within melee range but, it works on common Riddens. It would be an A-Tier card if you specifically use it on a melee build.
Vitamins – Defense Card
You have to take your vitamins.
Numb – Defense Card
Extremely niche card. The damage resistance is not that significant too.
Second Chance – Defense Card
A good filler card for overall survivability.
C-Tier Card or Other Cards
Fire in the Hole! – Mobility Card
You do not really get to throw more than 4 offensive equipment to utilize this card enough.
Pep in Your Step – Mobility Card
Precision kills are hard to do while running around and the buff is not that significant as well.
Miraculous Recovery – Defense Card
This would be good when stacked but, you are losing a lot of cards to get that 25% chance up. It is almost useless when you think about it.
Power Swap – Offense Card
This is good for the gun swapping build with the auto-reload and Two is One card above. Other than that, it is useless.
Shooting Gloves – Utility Card
Just plain weapon swap speed. 50% is not that big considering weapon swaps are already fast in general.
Screwdriver – Utility Card
Again, use speed is already fast in general except for Defibrillators and First Aids.
Combat Training – Offense Card
Bullet penetration is decent for shotguns and sniper rifles when dealing with a ton of Riddens. The damage is just lackluster.
Hunker Down – Defense Card
Who crouches for damage resistance? Maybe a tank build where you pretend to be a statue?
Medical Professional – Defense Card
Good card since it recovers trauma damage but how often do you get First Aids and Defibrillators?
Front Sight Focus – Offense Card
Just practice your aim. Who needs the accuracy buff. You can literally aim down sight with every shot with every split second before shooting.
Pyro – Offense Card
Shooting fuel tanks and propane will work with this card but is still extremely situational.
Overwatch – Defense Card
A sniper build is hard to pull off in certain maps. You are an easy target for Stingers. Not at all decent since the buff is not too big.
Durable – Defense Card
Good filler card for tanky builds. Removing trauma damage is a good thing in the long run with the right support player to help you.
Admin Reload – Offense Card
As mentioned before, there is a good build for this with the two primary weapons. The ammo capacity is a big bummer though.
Every time you swap weapons, it instantly reloads. It might be hard to remove that natural itch to stop reloading though.
Ammo Stash – Offense Card
There might be builds out there to give pistols some love. You will lack a ton of damage compared to primary weapons though.